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WhenusingFPSgameconsolesplayersintheirturnareoften‘glued’toafairlycircumscribed position in the holistic actual world gamespace immediately infrontofthescreen,leavingthemlittlepossibilityoffreemovementiftheyaretosucceedindealingwiththestressfuldemandsofthegame(Figure9)Figure9:ResidentEvilPlayer(BolognaCineteca:VideogameArchive)In this context the console screen acts as a transitional visual interface thatfacilitatestheentanglementofwhatisgoingoninthepossibleworldofthegamewith the embodied enactive experience of the player in the actual world. Thisblending of actuality and possibility in lived experience is of course also whathappens during fruition of literary or cinematographic works. The differenceshere are fundamentally ergodic, since enactive engagement in different worktypesisnecessaryifplayers,readersandcinemagoersaretomakethemostoftheir enactive experiences of each specific media type and their respectivematerialplatforms.Seen from an enactive experiential perspective – with a focus on players’embodiedexperiencesofimmersioninaholisiticludicenvironment–gameplay

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